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Updated readme.
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README.md
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README.md
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@ -142,7 +142,7 @@ usually for GUI rendering, where draw order should usually match submit order.
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bgfx provides way to enable sequential rendering for these cases (see
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`bgfx::setViewSeq`).
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Internally All low-level rendering draw calls are issued inside single function
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Internally all low-level rendering draw calls are issued inside single function
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`Context::rendererSubmit`. This function exist inside each renderer backend
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implementation.
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@ -155,8 +155,14 @@ Customization
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By default each platform has sane default values. For example on Windows default
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renderer is DirectX9, and on Linux it is OpenGL 2.1. On Windows platform all
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rendering backends are available. For OpenGL ES on desktop you can find more
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information at:
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[OpenGL ES 2.0 and EGL on desktop](http://www.g-truc.net/post-0457.html)
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information at:-
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[OpenGL ES 2.0 and EGL on desktop](http://www.g-truc.net/post-0457.html)
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If you're targeting specific mobile hardware, you can find GLES support in their
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official SDKs:
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[Adreno SDK](http://developer.qualcomm.com/mobile-development/mobile-technologies/gaming-graphics-optimization-adreno/tools-and-resources),
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[Mali SDK](http://www.malideveloper.com/),
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[PowerVR SDK](http://www.imgtec.com/powervr/insider/sdkdownloads/).
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All configuration settings are located inside [src/config.h](https://github.com/bkaradzic/bgfx/blob/master/src/config.h).
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1
makefile
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makefile
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@ -50,7 +50,6 @@ pnacl-release:
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make -C .build/projects/gmake-pnacl config=release64
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docs:
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# doxygen premake/bgfx.doxygen
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markdown README.md > .build/docs/readme.html
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clean:
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